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Attributes
By:
nonSENSE
on
Aug 12th, 2012
| syntax:
Lua
| size: 16.48 KB | hits: 11 | expires: Never
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This paste has a previous version,
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Text below is selected. Please press Ctrl+C to copy to your clipboard. (⌘+C on Mac)
--=================--
-- List of affixes --
--=================--
-- Format of nonDB.Library.Global.AddAttribute:
-- Code, Minimum Range, Maximum Range, Is a positive attribute?, Is a prefix / suffix / neither?, Name, Description
--====== Prefixes ======--
-- +% Chance to find magic items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf0p"
,
1
,
5
,
true
,
true
,
30
,
"Opportune"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf1p"
,
6
,
10
,
true
,
true
,
6
,
"Promising"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf2p"
,
11
,
15
,
true
,
true
,
4
,
"Blessed"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf3p"
,
16
,
20
,
true
,
true
,
2
,
"Lucky"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf4p"
,
21
,
25
,
true
,
true
,
1
,
"Golden"
,
"+%d%% Better Chance of Getting Magic Item"
)
-- +% Extra Cash Earned
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf0p"
,
1
,
3
,
true
,
true
,
30
,
"Favorable"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf1p"
,
4
,
6
,
true
,
true
,
7
,
"Gaining"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf2p"
,
7
,
9
,
true
,
true
,
4
,
"Prosperous"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf3p"
,
10
,
12
,
true
,
true
,
2
,
"Wealthy"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf4p"
,
13
,
15
,
true
,
true
,
1
,
"Loaded"
,
"+%d%% Extra Cash Earned"
)
-- +% Chance to find rare items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf0p"
,
1
,
4
,
true
,
true
,
20
,
"Daring"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf1p"
,
5
,
8
,
true
,
true
,
4
,
"Betting"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf2p"
,
9
,
12
,
true
,
true
,
2
,
"Gambling"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf3p"
,
13
,
16
,
true
,
true
,
1
,
"Tempting"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf4p"
,
17
,
20
,
true
,
true
,
1
,
"Winning"
,
"+%d%% Better Chance of Getting Rare Item"
)
-- + Extra Items Per Day
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei0p"
,
1
,
1
,
true
,
true
,
2
,
"Generous"
,
"+%d Extra Item per Day"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei1p"
,
2
,
2
,
true
,
true
,
1
,
"Ample"
,
"+%d Extra Items per Day"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei2p"
,
3
,
3
,
true
,
true
,
1
,
"Abundant"
,
"+%d Extra Items per Day"
)
-- +% More Votes
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv0p"
,
1
,
6
,
true
,
true
,
30
,
"Decisive"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv1p"
,
7
,
12
,
true
,
true
,
12
,
"Controlling"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv2p"
,
13
,
18
,
true
,
true
,
4
,
"Bossy"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv3p"
,
19
,
24
,
true
,
true
,
2
,
"Imposing"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv4p"
,
25
,
30
,
true
,
true
,
1
,
"Commanding"
,
"+%d%% More Voting Power"
)
-- + Maximum Health
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh0p"
,
1
,
4
,
true
,
true
,
40
,
"Fit"
,
"+%d Maximum Health"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh1p"
,
5
,
8
,
true
,
true
,
15
,
"Lively"
,
"+%d Maximum Health"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh2p"
,
9
,
12
,
true
,
true
,
4
,
"Healthy"
,
"+%d Maximum Health"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh3p"
,
13
,
15
,
true
,
true
,
1
,
"Athletic"
,
"+%d Maximum Health"
)
-- +% Chance to find painted items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf0p"
,
1
,
4
,
true
,
true
,
12
,
"Tinted"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf1p"
,
5
,
8
,
true
,
true
,
3
,
"Hued"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf2p"
,
9
,
12
,
true
,
true
,
2
,
"Flashy"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf3p"
,
13
,
16
,
true
,
true
,
1
,
"Colorful"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf4p"
,
17
,
20
,
true
,
true
,
1
,
"Vivid"
,
"+%d%% Better Chance of Getting Painted Item"
)
-- +% Higher Key Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd0p"
,
1
,
3
,
true
,
true
,
10
,
"Gleaming"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd1p"
,
4
,
6
,
true
,
true
,
3
,
"Glistening"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd2p"
,
7
,
9
,
true
,
true
,
1
,
"Sparkling"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd3p"
,
10
,
12
,
true
,
true
,
1
,
"Brilliant"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd4p"
,
13
,
15
,
true
,
true
,
1
,
"Radiant"
,
"+%d%% Higher Drop Rate for Keys"
)
-- +% Higher Fragment Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd0p"
,
1
,
3
,
true
,
true
,
12
,
"Split"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd1p"
,
4
,
6
,
true
,
true
,
3
,
"Disintegrated"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd2p"
,
7
,
9
,
true
,
true
,
2
,
"Shredded"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd3p"
,
10
,
12
,
true
,
true
,
1
,
"Collapsed"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd4p"
,
13
,
15
,
true
,
true
,
1
,
"Pulverized"
,
"+%d%% Higher Drop Rate for Fragments"
)
-- + Increased Movespeed
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms0p"
,
1
,
3
,
true
,
true
,
25
,
"Agile"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms1p"
,
4
,
6
,
true
,
true
,
7
,
"Quick"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms2p"
,
7
,
9
,
true
,
true
,
3
,
"Fast"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms3p"
,
10
,
12
,
true
,
true
,
1
,
"Rapid"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms4p"
,
13
,
15
,
true
,
true
,
1
,
"Dashing"
,
"+%d Increased Movespeed"
)
-- + Health regenerated / second
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr0p"
,
1
,
1
,
true
,
true
,
5
,
"Mending"
,
"+%d HP regenerated every 5 seconds"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr1p"
,
2
,
2
,
true
,
true
,
1
,
"Healing"
,
"+%d HP regenerated every 5 seconds"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr2p"
,
3
,
3
,
true
,
true
,
1
,
"Regenerating"
,
"+%d HP regenerated every 5 seconds"
)
--====== Suffixes ======--
-- +% Chance to find magic items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf0s"
,
1
,
5
,
true
,
false
,
30
,
"of Good Fortune"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf1s"
,
6
,
10
,
true
,
false
,
6
,
"of Freedom"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf2s"
,
11
,
15
,
true
,
false
,
4
,
"of Luck"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf3s"
,
16
,
20
,
true
,
false
,
2
,
"of Chance"
,
"+%d%% Better Chance of Getting Magic Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf4s"
,
21
,
25
,
true
,
false
,
1
,
"of Advantage"
,
"+%d%% Better Chance of Getting Magic Item"
)
-- +% Extra Cash Earned
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf0s"
,
1
,
3
,
true
,
false
,
30
,
"of Coins"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf1s"
,
4
,
6
,
true
,
false
,
7
,
"of Riches"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf2s"
,
7
,
9
,
true
,
false
,
4
,
"of Treasure"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf3s"
,
10
,
12
,
true
,
false
,
2
,
"of Resources"
,
"+%d%% Extra Cash Earned"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf4s"
,
13
,
15
,
true
,
false
,
1
,
"of Savings"
,
"+%d%% Extra Cash Earned"
)
-- +% Chance to find rare items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf0s"
,
1
,
4
,
true
,
false
,
20
,
"of Ventures"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf1s"
,
5
,
8
,
true
,
false
,
4
,
"of Wagers"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf2s"
,
9
,
12
,
true
,
false
,
2
,
"of Risks"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf3s"
,
13
,
16
,
true
,
false
,
1
,
"of the Lottery"
,
"+%d%% Better Chance of Getting Rare Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf4s"
,
17
,
20
,
true
,
false
,
1
,
"of Bets"
,
"+%d%% Better Chance of Getting Rare Item"
)
-- + Extra Items Per Day
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei0s"
,
1
,
1
,
true
,
false
,
2
,
"of Generosity"
,
"+%d Extra Item per Day"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei1s"
,
2
,
2
,
true
,
false
,
1
,
"of Charity"
,
"+%d Extra Items per Day"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei2s"
,
3
,
3
,
true
,
false
,
1
,
"of Compassion"
,
"+%d Extra Items per Day"
)
-- +% More Votes
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv0s"
,
1
,
6
,
true
,
false
,
30
,
"of Superiority"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv1s"
,
7
,
12
,
true
,
false
,
12
,
"of Direction"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv2s"
,
13
,
18
,
true
,
false
,
4
,
"of Domination"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv3s"
,
19
,
24
,
true
,
false
,
2
,
"of the Empire"
,
"+%d%% More Voting Power"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv4s"
,
25
,
30
,
true
,
false
,
1
,
"of Power"
,
"+%d%% More Voting Power"
)
-- + Maximum Health
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh0s"
,
1
,
4
,
true
,
false
,
40
,
"of Shape"
,
"+%d Maximum Health"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh1s"
,
5
,
8
,
true
,
false
,
15
,
"of Well-Being"
,
"+%d Maximum Health"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh2s"
,
9
,
12
,
true
,
false
,
4
,
"of Energy"
,
"+%d Maximum Health"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh3s"
,
13
,
15
,
true
,
false
,
1
,
"of Vigor"
,
"+%d Maximum Health"
)
-- +% Chance to find painted items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf0s"
,
1
,
4
,
true
,
false
,
12
,
"of Luminosity"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf1s"
,
5
,
8
,
true
,
false
,
3
,
"of Pigmentation"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf2s"
,
9
,
12
,
true
,
false
,
2
,
"of Shades"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf3s"
,
13
,
16
,
true
,
false
,
1
,
"of Saturation"
,
"+%d%% Better Chance of Getting Painted Item"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf4s"
,
17
,
20
,
true
,
false
,
1
,
"of Dye"
,
"+%d%% Better Chance of Getting Painted Item"
)
-- +% Higher Key Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd0s"
,
1
,
3
,
true
,
false
,
10
,
"of Brilliance"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd1s"
,
4
,
6
,
true
,
false
,
3
,
"of the Locksmith"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd2s"
,
7
,
9
,
true
,
false
,
1
,
"of the Beacon"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd3s"
,
10
,
12
,
true
,
false
,
1
,
"of Glitter"
,
"+%d%% Higher Drop Rate for Keys"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd4s"
,
13
,
15
,
true
,
false
,
1
,
"of Illumination"
,
"+%d%% Higher Drop Rate for Keys"
)
-- +% Higher Fragment Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd0s"
,
1
,
3
,
true
,
false
,
12
,
"of Chunks"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd1s"
,
4
,
6
,
true
,
false
,
3
,
"of Lumps"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd2s"
,
7
,
9
,
true
,
false
,
2
,
"of Slices"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd3s"
,
10
,
12
,
true
,
false
,
1
,
"of Shreds"
,
"+%d%% Higher Drop Rate for Fragments"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd4s"
,
13
,
15
,
true
,
false
,
1
,
"of Scraps"
,
"+%d%% Higher Drop Rate for Fragments"
)
-- + Increased Movespeed
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms0s"
,
1
,
3
,
true
,
false
,
25
,
"of Swiftness"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms1s"
,
4
,
6
,
true
,
false
,
7
,
"of Celerity"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms2s"
,
7
,
9
,
true
,
false
,
3
,
"of Activity"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms3s"
,
10
,
12
,
true
,
false
,
1
,
"of the Cheetah"
,
"+%d Increased Movespeed"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms4s"
,
13
,
15
,
true
,
false
,
1
,
"of Speed"
,
"+%d Increased Movespeed"
)
-- + Health regenerated / second
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr0s"
,
1
,
1
,
true
,
false
,
5
,
"of Recovery"
,
"+%d HP regenerated every 5 seconds"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr1s"
,
2
,
2
,
true
,
false
,
1
,
"of Cultivation"
,
"+%d HP regenerated every 5 seconds"
)
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr2s"
,
3
,
3
,
true
,
false
,
1
,
"of Inner Strength"
,
"+%d HP regenerated every 5 seconds"
)
--====== Extra Attributes ======--
-- +% Chance to find magic items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mf0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% Better Chance of Getting Magic Item"
)
-- cannot be rolled / for special items
-- +% Extra Cash Earned
nonDB
.
Library
.
Global
.
AddAttribute
(
"_gf0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% Extra Cash Earned"
)
-- cannot be rolled / for special items
-- +% Chance to find rare items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_rf0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% Better Chance of Getting Rare Item"
)
-- cannot be rolled / for special items
-- + Extra Items Per Day
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ei0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d Extra Items per Day"
)
-- cannot be rolled / for special items
-- +% More Votes
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mv0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% More Voting Power"
)
-- cannot be rolled / for special items
-- + Maximum Health
nonDB
.
Library
.
Global
.
AddAttribute
(
"_mh0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d Maximum Health"
)
-- cannot be rolled / for special items
-- +% Chance to find painted items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_pf0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% Better Chance of Getting Painted Item"
)
-- cannot be rolled / for special items
-- +% Higher Key Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_kd0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% Higher Drop Rate for Keys"
)
-- cannot be rolled / for special items
-- +% Higher Fragment Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_fd0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d%% Higher Drop Rate for Fragments"
)
-- cannot be rolled / for special items
-- + Increased Movespeed
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ms0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d Increased Movespeed"
)
-- cannot be rolled / for special items
-- + Health regenerated / second
nonDB
.
Library
.
Global
.
AddAttribute
(
"_hr0"
,
1
,
9999
,
true
,
nil
,
0
,
nil
,
"+%d HP regenerated every 5 seconds"
)
-- cannot be rolled / for special items
--====== Open Sockets ======--
-- Open Sockets
nonDB
.
Library
.
Global
.
AddAttribute
(
"_os0"
,
1
,
2
,
true
,
nil
,
0
,
nil
,
"Open Sockets (%d)"
)
--====== Negative Attributes ======-- (cannot be rolled either)
-- -% Chance to find magic items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nmf"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% Better Chance of Getting Magic Item"
)
-- cannot be rolled / for special items
-- -% Extra Cash Earned
nonDB
.
Library
.
Global
.
AddAttribute
(
"_ngf"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% Extra Cash Earned"
)
-- cannot be rolled / for special items
-- -% Chance to find rare items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nrf"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% Better Chance of Getting Rare Item"
)
-- cannot be rolled / for special items
-- - Extra Items Per Day
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nei"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d Extra Items per Day"
)
-- cannot be rolled / for special items
-- -% More Votes
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nmv"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% More Voting Power"
)
-- cannot be rolled / for special items
-- - Maximum Health
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nmh"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d Maximum Health"
)
-- cannot be rolled / for special items
-- -% Chance to find painted items
nonDB
.
Library
.
Global
.
AddAttribute
(
"_npf"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% Better Chance of Getting Painted Item"
)
-- cannot be rolled / for special items
-- -% Higher Key Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nkd"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% Higher Drop Rate for Keys"
)
-- cannot be rolled / for special items
-- -% Higher Fragment Drop rate
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nfd"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d%% Higher Drop Rate for Fragments"
)
-- cannot be rolled / for special items
-- - Increased Movespeed
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nms"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d Increased Movespeed"
)
-- cannot be rolled / for special items
-- - Health regenerated / second
nonDB
.
Library
.
Global
.
AddAttribute
(
"_nhr"
,
1
,
9999
,
false
,
nil
,
0
,
nil
,
"-%d HP regenerated every 5 seconds"
)
-- cannot be rolled / for special items
create a
new version
of this paste
RAW Paste Data
--=================-- -- List of affixes -- --=================-- -- Format of nonDB.Library.Global.AddAttribute: -- Code, Minimum Range, Maximum Range, Is a positive attribute?, Is a prefix / suffix / neither?, Name, Description --====== Prefixes ======-- -- +% Chance to find magic items nonDB.Library.Global.AddAttribute("_mf0p", 1, 5, true, true, 30, "Opportune", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf1p", 6, 10, true, true, 6, "Promising", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf2p", 11, 15, true, true, 4, "Blessed", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf3p", 16, 20, true, true, 2, "Lucky", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf4p", 21, 25, true, true, 1, "Golden", "+%d%% Better Chance of Getting Magic Item") -- +% Extra Cash Earned nonDB.Library.Global.AddAttribute("_gf0p", 1, 3, true, true, 30, "Favorable", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf1p", 4, 6, true, true, 7, "Gaining", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf2p", 7, 9, true, true, 4, "Prosperous", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf3p", 10, 12, true, true, 2, "Wealthy", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf4p", 13, 15, true, true, 1, "Loaded", "+%d%% Extra Cash Earned") -- +% Chance to find rare items nonDB.Library.Global.AddAttribute("_rf0p", 1, 4, true, true, 20, "Daring", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf1p", 5, 8, true, true, 4, "Betting", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf2p", 9, 12, true, true, 2, "Gambling", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf3p", 13, 16, true, true, 1, "Tempting", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf4p", 17, 20, true, true, 1, "Winning", "+%d%% Better Chance of Getting Rare Item") -- + Extra Items Per Day nonDB.Library.Global.AddAttribute("_ei0p", 1, 1, true, true, 2, "Generous", "+%d Extra Item per Day") nonDB.Library.Global.AddAttribute("_ei1p", 2, 2, true, true, 1, "Ample", "+%d Extra Items per Day") nonDB.Library.Global.AddAttribute("_ei2p", 3, 3, true, true, 1, "Abundant", "+%d Extra Items per Day") -- +% More Votes nonDB.Library.Global.AddAttribute("_mv0p", 1, 6, true, true, 30, "Decisive", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv1p", 7, 12, true, true, 12, "Controlling", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv2p", 13, 18, true, true, 4, "Bossy", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv3p", 19, 24, true, true, 2, "Imposing", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv4p", 25, 30, true, true, 1, "Commanding", "+%d%% More Voting Power") -- + Maximum Health nonDB.Library.Global.AddAttribute("_mh0p", 1, 4, true, true, 40, "Fit", "+%d Maximum Health") nonDB.Library.Global.AddAttribute("_mh1p", 5, 8, true, true, 15, "Lively", "+%d Maximum Health") nonDB.Library.Global.AddAttribute("_mh2p", 9, 12, true, true, 4, "Healthy", "+%d Maximum Health") nonDB.Library.Global.AddAttribute("_mh3p", 13, 15, true, true, 1, "Athletic", "+%d Maximum Health") -- +% Chance to find painted items nonDB.Library.Global.AddAttribute("_pf0p", 1, 4, true, true, 12, "Tinted", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf1p", 5, 8, true, true, 3, "Hued", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf2p", 9, 12, true, true, 2, "Flashy", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf3p", 13, 16, true, true, 1, "Colorful", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf4p", 17, 20, true, true, 1, "Vivid", "+%d%% Better Chance of Getting Painted Item") -- +% Higher Key Drop rate nonDB.Library.Global.AddAttribute("_kd0p", 1, 3, true, true, 10, "Gleaming", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd1p", 4, 6, true, true, 3, "Glistening", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd2p", 7, 9, true, true, 1, "Sparkling", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd3p", 10, 12, true, true, 1, "Brilliant", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd4p", 13, 15, true, true, 1, "Radiant", "+%d%% Higher Drop Rate for Keys") -- +% Higher Fragment Drop rate nonDB.Library.Global.AddAttribute("_fd0p", 1, 3, true, true, 12, "Split", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd1p", 4, 6, true, true, 3, "Disintegrated","+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd2p", 7, 9, true, true, 2, "Shredded", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd3p", 10, 12, true, true, 1, "Collapsed", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd4p", 13, 15, true, true, 1, "Pulverized", "+%d%% Higher Drop Rate for Fragments") -- + Increased Movespeed nonDB.Library.Global.AddAttribute("_ms0p", 1, 3, true, true, 25, "Agile", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms1p", 4, 6, true, true, 7, "Quick", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms2p", 7, 9, true, true, 3, "Fast", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms3p", 10, 12, true, true, 1, "Rapid", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms4p", 13, 15, true, true, 1, "Dashing", "+%d Increased Movespeed") -- + Health regenerated / second nonDB.Library.Global.AddAttribute("_hr0p", 1, 1, true, true, 5, "Mending", "+%d HP regenerated every 5 seconds") nonDB.Library.Global.AddAttribute("_hr1p", 2, 2, true, true, 1, "Healing", "+%d HP regenerated every 5 seconds") nonDB.Library.Global.AddAttribute("_hr2p", 3, 3, true, true, 1, "Regenerating", "+%d HP regenerated every 5 seconds") --====== Suffixes ======-- -- +% Chance to find magic items nonDB.Library.Global.AddAttribute("_mf0s", 1, 5, true, false, 30, "of Good Fortune", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf1s", 6, 10, true, false, 6, "of Freedom", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf2s", 11, 15, true, false, 4, "of Luck", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf3s", 16, 20, true, false, 2, "of Chance", "+%d%% Better Chance of Getting Magic Item") nonDB.Library.Global.AddAttribute("_mf4s", 21, 25, true, false, 1, "of Advantage", "+%d%% Better Chance of Getting Magic Item") -- +% Extra Cash Earned nonDB.Library.Global.AddAttribute("_gf0s", 1, 3, true, false, 30, "of Coins", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf1s", 4, 6, true, false, 7, "of Riches", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf2s", 7, 9, true, false, 4, "of Treasure", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf3s", 10, 12, true, false, 2, "of Resources", "+%d%% Extra Cash Earned") nonDB.Library.Global.AddAttribute("_gf4s", 13, 15, true, false, 1, "of Savings", "+%d%% Extra Cash Earned") -- +% Chance to find rare items nonDB.Library.Global.AddAttribute("_rf0s", 1, 4, true, false, 20, "of Ventures", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf1s", 5, 8, true, false, 4, "of Wagers", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf2s", 9, 12, true, false, 2, "of Risks", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf3s", 13, 16, true, false, 1, "of the Lottery", "+%d%% Better Chance of Getting Rare Item") nonDB.Library.Global.AddAttribute("_rf4s", 17, 20, true, false, 1, "of Bets", "+%d%% Better Chance of Getting Rare Item") -- + Extra Items Per Day nonDB.Library.Global.AddAttribute("_ei0s", 1, 1, true, false, 2, "of Generosity", "+%d Extra Item per Day") nonDB.Library.Global.AddAttribute("_ei1s", 2, 2, true, false, 1, "of Charity", "+%d Extra Items per Day") nonDB.Library.Global.AddAttribute("_ei2s", 3, 3, true, false, 1, "of Compassion", "+%d Extra Items per Day") -- +% More Votes nonDB.Library.Global.AddAttribute("_mv0s", 1, 6, true, false, 30, "of Superiority", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv1s", 7, 12, true, false, 12, "of Direction", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv2s", 13, 18, true, false, 4, "of Domination", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv3s", 19, 24, true, false, 2, "of the Empire", "+%d%% More Voting Power") nonDB.Library.Global.AddAttribute("_mv4s", 25, 30, true, false, 1, "of Power", "+%d%% More Voting Power") -- + Maximum Health nonDB.Library.Global.AddAttribute("_mh0s", 1, 4, true, false, 40, "of Shape", "+%d Maximum Health") nonDB.Library.Global.AddAttribute("_mh1s", 5, 8, true, false, 15, "of Well-Being", "+%d Maximum Health") nonDB.Library.Global.AddAttribute("_mh2s", 9, 12, true, false, 4, "of Energy", "+%d Maximum Health") nonDB.Library.Global.AddAttribute("_mh3s", 13, 15, true, false, 1, "of Vigor", "+%d Maximum Health") -- +% Chance to find painted items nonDB.Library.Global.AddAttribute("_pf0s", 1, 4, true, false, 12, "of Luminosity", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf1s", 5, 8, true, false, 3, "of Pigmentation", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf2s", 9, 12, true, false, 2, "of Shades", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf3s", 13, 16, true, false, 1, "of Saturation", "+%d%% Better Chance of Getting Painted Item") nonDB.Library.Global.AddAttribute("_pf4s", 17, 20, true, false, 1, "of Dye", "+%d%% Better Chance of Getting Painted Item") -- +% Higher Key Drop rate nonDB.Library.Global.AddAttribute("_kd0s", 1, 3, true, false, 10, "of Brilliance", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd1s", 4, 6, true, false, 3, "of the Locksmith", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd2s", 7, 9, true, false, 1, "of the Beacon", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd3s", 10, 12, true, false, 1, "of Glitter", "+%d%% Higher Drop Rate for Keys") nonDB.Library.Global.AddAttribute("_kd4s", 13, 15, true, false, 1, "of Illumination", "+%d%% Higher Drop Rate for Keys") -- +% Higher Fragment Drop rate nonDB.Library.Global.AddAttribute("_fd0s", 1, 3, true, false, 12, "of Chunks", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd1s", 4, 6, true, false, 3, "of Lumps", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd2s", 7, 9, true, false, 2, "of Slices", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd3s", 10, 12, true, false, 1, "of Shreds", "+%d%% Higher Drop Rate for Fragments") nonDB.Library.Global.AddAttribute("_fd4s", 13, 15, true, false, 1, "of Scraps", "+%d%% Higher Drop Rate for Fragments") -- + Increased Movespeed nonDB.Library.Global.AddAttribute("_ms0s", 1, 3, true, false, 25, "of Swiftness", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms1s", 4, 6, true, false, 7, "of Celerity", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms2s", 7, 9, true, false, 3, "of Activity", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms3s", 10, 12, true, false, 1, "of the Cheetah", "+%d Increased Movespeed") nonDB.Library.Global.AddAttribute("_ms4s", 13, 15, true, false, 1, "of Speed", "+%d Increased Movespeed") -- + Health regenerated / second nonDB.Library.Global.AddAttribute("_hr0s", 1, 1, true, false, 5, "of Recovery", "+%d HP regenerated every 5 seconds") nonDB.Library.Global.AddAttribute("_hr1s", 2, 2, true, false, 1, "of Cultivation", "+%d HP regenerated every 5 seconds") nonDB.Library.Global.AddAttribute("_hr2s", 3, 3, true, false, 1, "of Inner Strength","+%d HP regenerated every 5 seconds") --====== Extra Attributes ======-- -- +% Chance to find magic items nonDB.Library.Global.AddAttribute("_mf0", 1, 9999, true, nil, 0, nil, "+%d%% Better Chance of Getting Magic Item") -- cannot be rolled / for special items -- +% Extra Cash Earned nonDB.Library.Global.AddAttribute("_gf0", 1, 9999, true, nil, 0, nil, "+%d%% Extra Cash Earned") -- cannot be rolled / for special items -- +% Chance to find rare items nonDB.Library.Global.AddAttribute("_rf0", 1, 9999, true, nil, 0, nil, "+%d%% Better Chance of Getting Rare Item") -- cannot be rolled / for special items -- + Extra Items Per Day nonDB.Library.Global.AddAttribute("_ei0", 1, 9999, true, nil, 0, nil, "+%d Extra Items per Day") -- cannot be rolled / for special items -- +% More Votes nonDB.Library.Global.AddAttribute("_mv0", 1, 9999, true, nil, 0, nil, "+%d%% More Voting Power") -- cannot be rolled / for special items -- + Maximum Health nonDB.Library.Global.AddAttribute("_mh0", 1, 9999, true, nil, 0, nil, "+%d Maximum Health") -- cannot be rolled / for special items -- +% Chance to find painted items nonDB.Library.Global.AddAttribute("_pf0", 1, 9999, true, nil, 0, nil, "+%d%% Better Chance of Getting Painted Item") -- cannot be rolled / for special items -- +% Higher Key Drop rate nonDB.Library.Global.AddAttribute("_kd0", 1, 9999, true, nil, 0, nil, "+%d%% Higher Drop Rate for Keys") -- cannot be rolled / for special items -- +% Higher Fragment Drop rate nonDB.Library.Global.AddAttribute("_fd0", 1, 9999, true, nil, 0, nil, "+%d%% Higher Drop Rate for Fragments") -- cannot be rolled / for special items -- + Increased Movespeed nonDB.Library.Global.AddAttribute("_ms0", 1, 9999, true, nil, 0, nil, "+%d Increased Movespeed") -- cannot be rolled / for special items -- + Health regenerated / second nonDB.Library.Global.AddAttribute("_hr0", 1, 9999, true, nil, 0, nil, "+%d HP regenerated every 5 seconds") -- cannot be rolled / for special items --====== Open Sockets ======-- -- Open Sockets nonDB.Library.Global.AddAttribute("_os0", 1, 2, true, nil, 0, nil, "Open Sockets (%d)") --====== Negative Attributes ======-- (cannot be rolled either) -- -% Chance to find magic items nonDB.Library.Global.AddAttribute("_nmf", 1, 9999, false, nil, 0, nil, "-%d%% Better Chance of Getting Magic Item") -- cannot be rolled / for special items -- -% Extra Cash Earned nonDB.Library.Global.AddAttribute("_ngf", 1, 9999, false, nil, 0, nil, "-%d%% Extra Cash Earned") -- cannot be rolled / for special items -- -% Chance to find rare items nonDB.Library.Global.AddAttribute("_nrf", 1, 9999, false, nil, 0, nil, "-%d%% Better Chance of Getting Rare Item") -- cannot be rolled / for special items -- - Extra Items Per Day nonDB.Library.Global.AddAttribute("_nei", 1, 9999, false, nil, 0, nil, "-%d Extra Items per Day") -- cannot be rolled / for special items -- -% More Votes nonDB.Library.Global.AddAttribute("_nmv", 1, 9999, false, nil, 0, nil, "-%d%% More Voting Power") -- cannot be rolled / for special items -- - Maximum Health nonDB.Library.Global.AddAttribute("_nmh", 1, 9999, false, nil, 0, nil, "-%d Maximum Health") -- cannot be rolled / for special items -- -% Chance to find painted items nonDB.Library.Global.AddAttribute("_npf", 1, 9999, false, nil, 0, nil, "-%d%% Better Chance of Getting Painted Item") -- cannot be rolled / for special items -- -% Higher Key Drop rate nonDB.Library.Global.AddAttribute("_nkd", 1, 9999, false, nil, 0, nil, "-%d%% Higher Drop Rate for Keys") -- cannot be rolled / for special items -- -% Higher Fragment Drop rate nonDB.Library.Global.AddAttribute("_nfd", 1, 9999, false, nil, 0, nil, "-%d%% Higher Drop Rate for Fragments") -- cannot be rolled / for special items -- - Increased Movespeed nonDB.Library.Global.AddAttribute("_nms", 1, 9999, false, nil, 0, nil, "-%d Increased Movespeed") -- cannot be rolled / for special items -- - Health regenerated / second nonDB.Library.Global.AddAttribute("_nhr", 1, 9999, false, nil, 0, nil, "-%d HP regenerated every 5 seconds") -- cannot be rolled / for special items